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The Light Sourcing Mode
Light sourcing allows you to place environmental lighting around your level.
Mode
Mode > Exit
Exits Light Sourcing and returns you to Control Mode.
Mode > Save Intensities For Game
Saves all light data, for AvP.
NOTE: This must be done before exiting Light Sourcing after having placed environmental lights. It will calculate vertice intensities for all affected vertices. Not doing this will cause your lighting to behave odd.Mode > Save Intensities For Tools
Saves all light data as defaults for tool.
Doors
Doors > Open
Opens doors
Doors > Close
Closes doors
Lights
Lights > Hide All
Hides all light cones
Lights > Unhide All
Unhides all light cones
Lights > Toggle On/Off
Select a light and click this to turn the light on and off
Lights > Switch All On
Turns all lights in the level on
Select
EdgeSelect > Object
Lets you select placed objects such as Placed Lights
Select > Lights
Lets you select lights
When selecting lights, press the < and > keys to switch between light properties. Press the - and + keys to edit the properties. If you are editing a Placed Light you can press "P" to edit special properties of the light (flickering, strobing etc.).
Edge > SoftHelpNo effect
Help > GeneralScreenshotBrings up a small help screen explaining features and controls
Takes screenshot
Light Properties
BrightnessThe light's brightness. Differs from 0% (dark) to 200% (complete whiteout).SpreadControls the light's spread-angle. Differs from 0 to 180 degrees.RangeThe range of the light in meters. Having several lights that overlap might look bad so use this with caution.AttenuationIf enabled, the light's brightness will be affected by range.Spread AttenuationIf enabled, the light's brightness will be affected by the angular distance.RedDetermines the amount of red color in the light's color. Ranges from 0 to 255.GreenDetermines the amount of green color in the light's color. Ranges from 0 to 255.BlueDetermines the amount of blue color in the light's color. Ranges from 0 to 255.RuntimeIf enabled, the light affect objects that appear within it's reach. There are several combinations one can do to get different effects:Omni
- Runtime: Affects only objects (HUD, Placed Objects, NPCs, Players).
- Runtime+No Prelighting: Affect both modules and objects (HUD, Placed Objects, NPCs, Players).
- Neither: No affect. Will be stored for prelighting (for lighting vertices).
All Runtime lights automatically have Attenuation and are treated as Omni lights.If enabled, the light will ignore Attenuation/Spread Atten and work in all directions.SpecularAdds specular lighting.Shadows
If a polygon was affected by lots of non-specular white light, then the texture would be drawn in full brightness. If the lights are made Specular, then the texture will be drawn completely white.No effect.
B | Toggle headlight on and off. |
S | Switch selected light on. |
X | Switch selected light off. |
D | Create a light at current position. |
V | Paste clipboard light to current position. |
R | Remove selected light. |
L | Toggle Fly-mode for selected light. |
<,> | Select light property to change. |
+,- | Change the selected property. |
C | Copy the selected light. |
O | Paste clipboard light's properties to selected light. |
I | Toggle selected light's visibility. |
U | Update intensities in selected light. Should always be done. |
T | Toggle up/down color (Placed Lights only). |
P | Edit special properties (Placed Lights only). |